Map is pitch black

Map is pitch black

Re: Map is pitch black Posted by Enforcer on Wed Sep 23rd 2009 at 10:35am
Enforcer
55 posts
Posted 2009-09-23 10:35am
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
Heya,

For some reason, after fixing all the leaks in one of my Hl2 maps, after compiling just becomes pitch black.

Here is the compile log:

[quote]
materialPath: c:\steam\steamapps\kajgue\half-life 2\hl2\materials
Loading C:\DepthsOfBlackMesa\mapsrc\CentralTransitHubBackup2.vmf
material "fifties_bord06" not found
Material not found!: FIFTIES_BORD06
material "origin" not found
Material not found!: ORIGIN
material "metalslab2" not found
Material not found!: METALSLAB2
material "metalslab5" not found
Material not found!: METALSLAB5
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1302 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\DepthsOfBlackMesa\mapsrc\CentralTransitHubBackup2.prt...done (0)
WARNING: node without a volume

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-14.7, -38.5, 38.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 2114:

Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (836337 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3796 texinfos to 1549
Reduced 76 texdatas to 74 (1441 bytes to 1408)
Writing C:\DepthsOfBlackMesa\mapsrc\CentralTransitHubBackup2.bsp
11 seconds elapsed

1 threads
reading c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.bsp
reading c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.prt
2160 portalclusters
6445 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 153898 visible clusters (0.00%)
Total clusters visible: 792759
Average clusters visible: 367
Building PAS...
Average clusters audible: 986
visdatasize:560806 compressed from 1175040
writing c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.bsp
11 seconds elapsed

[Reading texlights from 'lights.rad']
[104 texlights parsed from 'lights.rad']

Loading c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.bsp
10203 faces
2 degenerate faces
188838 square feet [27192794.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10201 patches before subdivision
243447 patches after subdivision
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
177 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 36175838, max 858
transfer lists: 276.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(-1, -1, -1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(-1, -1, -1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(-1, -1, -1)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(-1, -1, -1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(-1, -1, -1)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(-1, -1, -1)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(-1, -1, -1)
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0...1...2...3...4...5...6...7..
Re: Map is pitch black Posted by Le Chief on Wed Sep 23rd 2009 at 10:53am
Le Chief
2605 posts
Posted 2009-09-23 10:53am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
"Enforcer" said:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-14.7, -38.5, 38.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 2114:
Ok so this is your problem, I don't remember what that means but if you press [ctrl] + [shift] + [G] and type in 2114 (the problem brush's number), it will take you to the brush that is causing this error. If you still don't know, try and delete the brush and create it again.

Otherwise, Google the problem and see what comes up, if you haven't done so already, usually a good idea to do it first.
Aaron's Stuff
Re: Map is pitch black Posted by Enforcer on Wed Sep 23rd 2009 at 2:02pm
Enforcer
55 posts
Posted 2009-09-23 2:02pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
Thanks for the help Aaron.

I fixed the offending brush by deleting it, but unfortunately it didn't fix the main problem and my map is still pitch black. :uncertain:

If it would do any help I could always upload the map for someone to take a look at.
Re: Map is pitch black Posted by reaper47 on Wed Sep 23rd 2009 at 2:51pm
reaper47
2827 posts
Posted 2009-09-23 2:51pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
177 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 36175838, max 858
transfer lists: 276.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(-1, -1, -1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(-1, -1, -1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(-1, -1, -1)
It seems you have lights that don't go very far (50% at 64 units means it hardly goes 128 units wide). Check your light entities (spotlights, maybe?). Eventually delete and repace them.

Those bounces with (-1 -1 -1) are negative RGB values, meaning no light is actually bounced from any surface.
Re: Map is pitch black Posted by Enforcer on Wed Sep 23rd 2009 at 3:05pm
Enforcer
55 posts
Posted 2009-09-23 3:05pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
Some lights I have set to drop 50% brightness over 64 units, they serve a certain purpose.

Negative RGB values? Hmm, I have no clue why it's doing that; thanks for pointing that out.
Re: Map is pitch black Posted by reaper47 on Wed Sep 23rd 2009 at 4:10pm
reaper47
2827 posts
Posted 2009-09-23 4:10pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
light has _fifty_percent_distance of 64.000000 but no zero_percent_distance
Maybe the lights need a 0% distance value as well? Enter 128 or so.
Re: Map is pitch black Posted by Enforcer on Wed Sep 23rd 2009 at 5:15pm
Enforcer
55 posts
Posted 2009-09-23 5:15pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
Added a 0% distance, unfortunately that didn't do the trick either, the bouncelights still compile with -1 -1 -1.

:uncertain:
Re: Map is pitch black Posted by Enforcer on Wed Sep 23rd 2009 at 10:22pm
Enforcer
55 posts
Posted 2009-09-23 10:22pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
I have narrowed down the error to a corridor on the third floor.

Here
User posted image
Also, here is the map.

http://www.filefront.com/14581825/CentralTransitHub.rar/

I have func_detailed the hell out of the place which is causing the error, but still the problem does not improve, I am confused.
Re: Map is pitch black Posted by haymaker on Wed Sep 23rd 2009 at 11:11pm
haymaker
439 posts
Posted 2009-09-23 11:11pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
you actually have a pile of errors thrown up there in that log

"node without a volume" is potentially really nasty, you gotta track this non-brush down and delete it. I've caused this by collapsing vertices too far. For example moving one edge of a cube so that it merges with the other edge, creating a solid ( node ) with no volume. There are other ways of attaining this condition. See if alt+p picks anything up.

the FindPortalSide: message is actually a leak, load the pointfile and see what it tells you (I've had this from a sealed map before though, caused by bad hint placement).

the missing materials you should rectify just to rule them out.

Cluster portals sawing into cluster, that's bad solid geometry at work. You say you've already func_detailed in one area, but go nuts and hit it all. Might also be caused by the node without a volume condition.

Having the 50% falloffs has never given me grief other than that exact message.

You'll notice that because of these geometry errors vvis cannot complete its full run. Vrad says it's doing things but the negative rgb bounces are saying its failing.

I would say fix all the geometry problems you can, until you see vvis run full, before you run another vrad pass. Best thing to do is turn all visgroups off except world solids, you should be left with something relatively simple in its layout, with no little bits here or there fouling it up.
Re: Map is pitch black Posted by Enforcer on Wed Sep 23rd 2009 at 11:58pm
Enforcer
55 posts
Posted 2009-09-23 11:58pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
Alt+P doesn't display anything out of the ordinary, just 'cannot find texture' errors which i'm not interested in.

Yes, I have gone crazy with func_detail, i just meant particularly crazy with that area.

Vvis is set to fast, I ran it on full but there was no change.

Also, i think that log is old now; I have since fixed all the leaks. Here is the new one.

[code]

materialPath: c:\steam\steamapps\kajgue\half-life 2\hl2\materials
Loading C:\DepthsOfBlackMesa\mapsrc\CentralTransitHubBackup2.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\DepthsOfBlackMesa\mapsrc\CentralTransitHubBackup2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (47575 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 252 texinfos to 169
Reduced 15 texdatas to 14 (276 bytes to 260)
Writing C:\DepthsOfBlackMesa\mapsrc\CentralTransitHubBackup2.bsp
1 second elapsed

1 threads
reading c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.bsp
reading c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.prt
119 portalclusters
316 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 571 visible clusters (0.00%)
Total clusters visible: 8638
Average clusters visible: 72
Building PAS...
Average clusters audible: 117
visdatasize:4589 compressed from 3808
writing c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.bsp
0 seconds elapsed

[Reading texlights from 'lights.rad']
[104 texlights parsed from 'lights.rad']

Loading c:\depthsofblackmesa\mapsrc\CentralTransitHubBackup2.bsp
1121 faces
13598 square feet [1958236.38 square inches]
0 displacements
0 square feet [0.00 square inches]
1121 patches before subdivision
44343 patches after subdivision
9 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3868127, max 489
transfer lists: 29.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(-1, -1, -1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(-1, -1, -1)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(-1, -1, -1)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(-1, -1, -1)
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Re: Map is pitch black Posted by reaper47 on Thu Sep 24th 2009 at 12:17am
reaper47
2827 posts
Posted 2009-09-24 12:17am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
User posted image
Those four circle-shaped pillars look like some absolutely evil geometry going on there. Never use default cylinders for such small details, and if you do do not resize them to smaller sizes. You get a ton of off-grid vertices from each side.

Try hiding/deleting the four cylinders(?)

Sorry, I haven't downloaded the map... a 50 MEGABYTE rar?
Re: Map is pitch black Posted by Enforcer on Thu Sep 24th 2009 at 12:37am
Enforcer
55 posts
Posted 2009-09-24 12:37am
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
They're actually quarter arches, not cylinders :P

The good news is that i manage to fix the problem, one of those wall brushes had bsp cancer or something, I have replaced it and the lighting works fine.

Thanks for the help all.
Re: Map is pitch black Posted by reaper47 on Thu Sep 24th 2009 at 2:40pm
reaper47
2827 posts
Posted 2009-09-24 2:40pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Enforcer said:
They're actually quarter arches, not cylinders :P
faint
Re: Map is pitch black Posted by Enforcer on Thu Sep 24th 2009 at 3:44pm
Enforcer
55 posts
Posted 2009-09-24 3:44pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
What?
Re: Map is pitch black Posted by Le Chief on Fri Sep 25th 2009 at 3:37am
Le Chief
2605 posts
Posted 2009-09-25 3:37am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
:dead:

All my experiences with the arc tool have been really bad, I'd try to stay away from it. Try to make curved geometry yourself or at least use cylinders.
Aaron's Stuff
Re: Map is pitch black Posted by G4MER on Fri Sep 25th 2009 at 3:46am
G4MER
2460 posts
Posted 2009-09-25 3:46am
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I am with Aron on this one.. I never use the arch tool. Always make them myself.
Re: Map is pitch black Posted by Enforcer on Fri Sep 25th 2009 at 12:25pm
Enforcer
55 posts
Posted 2009-09-25 12:25pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
Well, really, Half-Life 2 is a big boy now; it's official level editor should be able to handle something as simple as shapes other than cubes.

I am not disagreeing with you, I just think it's a bit silly that I can't create even simple geometry in it without it going bananas. Older games and their editors seem to be capable of much more complex geometry without things going wrong, I am surprised that hammer isn't quite 'there' yet.

So, could somebody with the power invested in them declare this thread as answered?
Re: Map is pitch black Posted by reaper47 on Fri Sep 25th 2009 at 6:52pm
reaper47
2827 posts
Posted 2009-09-25 6:52pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
aaron_da_killa said:
:dead:

All my experiences with the arc tool have been really bad, I'd try to stay away from it. Try to make curved geometry yourself or at least use cylinders.
I actually found that to be untrue!

The arch & cylinder tools work and you should use them for perfectly curved shapes (such as tunnels or arches. Valve does it (see the Water Hazard levels). Even for non-detail world geometry! I've been using the arch tool recently without any problems.

What causes the errors is resizing arch/cylinder shapes (especially shrinking them). It creates odd, off-grid geometry. Basically you don't want vertices that aren't snapped to at least a 1 Unit grid. With big (~128 Unit) arches or cylinders, that's not really a problem.

Spheres, however... they're a whole different story.
Re: Map is pitch black Posted by Riven on Fri Sep 25th 2009 at 9:28pm
Riven
1640 posts
Posted 2009-09-25 9:28pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Enforcer said:
So, could somebody with the power invested in them declare this thread as answered?
I could, but the original poster (that's you) also has the power to do so. every post in this thread has a small "set answer" drop down list box that you can use to select the post containing the correct answer for. you may have multiple posts set to whichever type you think deems them necessary. And those posters who you give the "Correct answer" to will receive delicious snarkmarks in return.
Blog: www.playingarchitecture.net
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Twitter:@Riven202
Re: Map is pitch black Posted by Enforcer on Fri Sep 25th 2009 at 11:00pm
Enforcer
55 posts
Posted 2009-09-25 11:00pm
Enforcer
member
55 posts 6 snarkmarks Registered: Sep 11th 2009 Occupation: Narnian Sharkshagger Location: Surrey, UK
Ah yes, i see now, thanks.